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  1. #1281
    Player
    SamLeens's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    43
    Character
    Sam Leens
    World
    Raiden
    Main Class
    Dark Knight Lv 100
    The requirements and observations for healers are from past expansions and cannot be applied to all Dawntrail content at this time.
    As a healer, i'm not going to pressure anyone at Square Enix just because a few kids are pouting and there is a possibility that..

    Then the "strike" starts at the official release of Dawntrail (which is really convenient, i think), and since it's a protest, it shouldn't affect the game or the players, but people won't go into the content as healers. That contradicts itself so much that it hurts. If there is a call to not play a healer, then someone is trying to boycott the game and the players.

    What is the goal of this "strike" that seems to have no end and may have no effect at all? Can you please decide between "strike" and "protest"?

    This will probably only lead to people deliberately screwing up the game from now on and then getting reported, making the game experience even worse than all the things some people find bad about the healer class. Congratulations.
    (2)
    Last edited by SamLeens; 06-13-2024 at 01:38 AM.

  2. #1282
    Player Sesera's Avatar
    Join Date
    Oct 2016
    Posts
    346
    Character
    Komi Shouko
    World
    Zodiark
    Main Class
    Dancer Lv 62
    Quote Originally Posted by Loggos View Post
    Genuine question, but isn't this the original goal of the trinity: different responsibilities that each role needs to enact to ensure joint success, and any role failing will cause a cost (e.g. a wipe) for the group?

    Tanks not managing the enemy --> enemy gets out of control, kills the group
    Healers not managing health --> team dies
    DPS not providing enough DPS --> can't kill boss in time/ trigger enrage --> kills the group/duty fails

    I know this is not necessarily the state we are in right now (at least in casual content) but I think ideally trinity-based content should be designed in a way that each role has its distinctive responsibility and that their contribution to success (or failure thereof) is more or less valued equally.

    Any of the roles not performing well should endanger everyone's victory imo. DPS not being able to execute their rotations and securing enough damage while doing mechanics should also punish the group, just as a healer or a tank not doing their job does.

    I'm not saying that the trinity is the end all be all. I do enjoy the open system of PVP quite a lot. I just think that if you enforce a trinity its necessity should actually be reflected in the encounter design and the way the group has to play together.
    I think it's perfectly fine to have encounter that are designed to be punishing. You are talking about dps failing -> enrage -> wipe which is clearly savage/ultmate stuff and i think it's fine for a failure to cause a wipe there since it's designed like that. You fail as a dps/healer/tank = wipe all good for me i have no issue whatsoever.

    My issue comes when the failure isn't tied to the encounter but the person who failed.

    Like I remember a run of The Aetherochemical Research Facility where we wiped several times on PA because the healer failed the mechanic. If any one else had failed instead of the healer especially a dps we wouldn't had to restart 5 or more times.
    (0)

  3. #1283
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    858
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Bun_Vivant View Post
    Looks like you choose the wrong story-driven theme-park JRPG MMO to get invested in.
    Be careful not to succumb to the sunk-cost fallacy.
    What does your comment even mean ? I've already been playing this game for more than 10 years at this point. I'm already invested in it, and I just care enough to comment, still like the game despite the glaring, glaring flaws. They HAD healer gameplay in a good position (for scholar at least), peaking during HW, even if they could always tweak it a good amount. This is nothing new. The issue is the dumbing down and progressive removal of gameplay.
    (8)

  4. #1284
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by Bun_Vivant View Post
    I doubt it. For one thing, every job has to be able to clear the solo content of the MSQ in a reasonable amount of time and with only a modest level of skill. So "tanks" and "healers" need to have decent DPS, and DPS needs some survivability. Unless you want the kit for a job to change radically when you enter multi-player content, this inescapably leads to the roles of the trinity becoming less distinct.
    We already have Trusts along with easy & very easy. That problem I think has been solved already.
    (8)

  5. #1285
    Player
    Rayplicant's Avatar
    Join Date
    May 2019
    Posts
    22
    Character
    Misty Pancake
    World
    Excalibur
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Aravell View Post
    So if the issue is the player skill gap, how does removing fail states fix this in any way?

    If a healer is bad and they get carried through content while they're on the floor, they will remain bad. You can't force improvement by taking away friction.
    You are absolutely right. It does not fix the issue. I think it has been implemented to avoid the issues I described in my original comment i.e. people blaming a healer for wipes in a dungeon.

    As someone above pointed out it's much more noticeable when a healer is bad/doesn't cleanse/people die etc. That creates a bad situation for the people in that party because it can often turn toxic. This goes back to much of the player base not knowing how to play their role properly and what is expected of them. Healers are often the target of criticisms in groups even when it was the tank or dps's fault. Adding more self-sustain to others roles alleviates much of the blame that could be directed towards a single player (the healer) because they can contribute to healing and mitigation as well.

    Is this better for the game? I am not sure but I know that it is better for new players.
    (0)

  6. #1286
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Sesera View Post
    Like I remember a run of The Aetherochemical Research Facility where we wiped several times on PA because the healer failed the mechanic. If any one else had failed instead of the healer especially a dps we wouldn't had to restart 5 or more times
    There's plenty of solutions floating around to resolve this without making high level healing as engaging as a Reaper in Satasha. Personally I'm a fan of just giving out raises more frequently.

    Melee DPS role action Phoenix Down, Paladin raise, Bard raise? Defibrillator Machinist raise? Healer self raise like the solo fight at the End of Walker that's on some sort of recharge system? All of the above?

    Now a single healer death isn't a wipe but also the healer actually gets to play the video game and DPS checks put a limit on how many times you can raise in most high end content anyway + weakness lowers your healing throughput.
    (2)

  7. #1287
    Player
    Flay_wind's Avatar
    Join Date
    Jul 2019
    Posts
    404
    Character
    Lily D'kryl
    World
    Shiva
    Main Class
    Dark Knight Lv 97
    Look, you can't dumb down the game forever. People have to learn and get better at some point. Nowadays you get healers that do not know what Esuna is and just die or let other people die to Doom which has very obvious "this detrimental effect has a white border, as such it's dispel'able" in level 90 content.
    And i am not even talking about weird not Doom, but actual Doom in Dead Ends. Like regular Doom in Troia or Lunar Subterrane or some such. People shouid not be getting Doom'ed in the first place, but things happen.
    SE just do not teach players how to play well.
    (18)
    Sometimes rumors are just... rumors.

  8. #1288
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    401
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Quote Originally Posted by Payadopa View Post
    We already have Trusts along with easy & very easy. That problem I think has been solved already.
    If I recall, if you die in a Trust dungeon, it is considered a wipe and the fight restarts.

    It would explain why there are people being aggressive and trying to gaslight healers/ex-healers into staying. These baddies gotta be carried through these dungeons with 3 other live players, because they can't be rezzed over and over in Trusts.
    (10)

  9. #1289
    Player
    kyyninen_kirahvi's Avatar
    Join Date
    May 2022
    Posts
    85
    Character
    Sami'a Amriyo
    World
    Phoenix
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Nanananami773 View Post
    Hello again. ...
    Hello and thank you for your time.

    I don't think it is really important to specify what skill level we are talking about. I know it will be harder to change, but the using proper skills, clearing content and scailing difficulty needs to involve every one. From worst to the best.

    I think gate keeping the point healers should feel good to play is hurtful for those who learn to play healers on a very surface level. I have used translation tools to read JP forum and if I have understood correctly, you see no problems with MSQ difficulty at the moment. I don't think enjoying healers should only be reserved for those who want to do hard content. I also don't think healers are good jobs for those who have just started. Healing has (or should have) on average more responsibilities than DPS for example. I also would like to mention, again, how the tools given to tanks and DPS, yes help, but also make healers feel not needed. This is indeed more structural problem than just the jobs.

    Please understand these are my own opinions same may share.

    I hope you can make something out of this.
    (4)

  10. #1290
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Rayplicant View Post
    You are absolutely right. It does not fix the issue. I think it has been implemented to avoid the issues I described in my original comment i.e. people blaming a healer for wipes in a dungeon.

    As someone above pointed out it's much more noticeable when a healer is bad/doesn't cleanse/people die etc. That creates a bad situation for the people in that party because it can often turn toxic. This goes back to much of the player base not knowing how to play their role properly and what is expected of them. Healers are often the target of criticisms in groups even when it was the tank or dps's fault. Adding more self-sustain to others roles alleviates much of the blame that could be directed towards a single player (the healer) because they can contribute to healing and mitigation as well.

    Is this better for the game? I am not sure but I know that it is better for new players.
    See, I thought this for a long time too, and it's likely how SE has approached designing it. They very clearly want to reduce friction between players, going so far as to remove things that you might have considered core to the game in ARR/HW like cross-class, or in StB like Enmity and MP management.

    And there's some truth to it. Arena PvP was revamped in EW partially to make it less pressuring on the healer, and most people seem to think they've done a good job with it.

    However, in PvE the pendulum has swung so far that now a brand new healer can just die and the other players can carry them through, depriving them of both the fun of playing after sitting through hours of MSQ and the chance to understand what the game is challenging them to do and rise to meet it.

    There's other factors that contribute to this too, like excessive action potencies and ilvl caps, but it all adds up to a system that might be more harmful to a new player looking to be engaged and learn the game as they go rather than deciding to do everything after the entire MSQ. Which, I don't think anyone playing a game BEGINS by wanting to play poorly or not at all, or even having to go out of their way to learn stuff.

    It was and should be taught along the way, naturally. Wiping isn't even that big a deal in FFXIV, takes like 30 seconds to get back to the boss.
    (6)

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